New Marine Flashlight

2»

Comments

  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1648944:date=Sep 12 2007, 03:55 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 12 2007, 03:55 AM) <a href="index.php?act=findpost&pid=1648944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we dont want goggles, if you bothered to read previous posts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Since when did you speak for all of us?

    I for one support the use of other methods of viewing the map enviroment within moderation. That moderation being upgrade paths and costs to just about any of the options other than using the eyes your marine was born with.

    Other interesting methods could even be as far fetched as a AI using sonar that selects targets for the player and even includes a lead indicator. It would still be dark as ever, but your targeting computer would give to a bead on a possible target. Note: POSSIBLE. The targeting computer could be wrong, fooled by too many targets or a target sitting perfectly still. Whatever.

    The point being, while a goggle may be ruled out by some (others think it would look cool on their marine), various ways of looking around a map, be it flashlight, portable flood light structures, flash bangs, muzzle flashes, LowLightVisionGoggles, InfraRedGoggles, UltraVioletGoggles, flares, or sonar are certainly an appeal to some or these threads would never be started in the first place.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1648980:date=Sep 12 2007, 11:39 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 11:39 PM) <a href="index.php?act=findpost&pid=1648980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since when did you speak for all of us?<!--QuoteEnd--></div><!--QuoteEEnd-->

    August 1994, if i remember correctly. Why?



    But seriously, sorry, its just been brought up so many times before, and discussed to death.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1648984:date=Sep 12 2007, 08:52 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 12 2007, 08:52 AM) <a href="index.php?act=findpost&pid=1648984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But seriously, sorry, its just been brought up so many times before, and discussed to death.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree it has been brought up many times before, so I see it as discussed to "life".

    Pick a saying: A) Half glass full or empty? B) I say pot"aye"toe, you say pot"ahh"toe.

    *shrug*

    I think many lighting options is good, whether or not the Developers implement any of them, I leave entirely up to them. In the mean time I would encourage others to continue exploring ideas.
  • Fudgepuppy91Fudgepuppy91 Join Date: 2007-09-08 Member: 62204Members
    edited September 2007
    As said before, flares could really enchance that "I don't want to go down that creepy hole where our territory ends, but still, I must"- feeling. But still, the flashligh in Halo (Not Halo 2) is a perfect solution. Everytime you got to reload you can't see in front of you since the flashlight is attached under the barrel (you always move the weapon in vertical position when reloading)
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1647766:date=Sep 6 2007, 07:28 AM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Sep 6 2007, 07:28 AM) <a href="index.php?act=findpost&pid=1647766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a game... we can make them warm blooded...

    Problem solved.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually it doesn't contradict backstory either, we know Kharaa are exothermic by the nature that they get chemical energy from oxygen-combustion chemical reactions. Not to mention warmer muscle tissue has quicker response times. So yes they should show up on infrared.

    <u>Infrared FYI</u>:<ul><li>Frequencies: .003 - 4 x 1014 Hz </li><li>Wavelengths: 1 mm - 750 nm </li><li>Quantum energies: 0.0012 - 1.65 eV</li></ul>

    Now on the other hand... perhaps the cloaking ability could do something to make them hide even from infrared. After all this is Natural-Selection: always evolving and adapting, new counters to other counters.
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    edited September 2007
    <!--quoteo(post=1647376:date=Sep 4 2007, 07:47 AM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Sep 4 2007, 07:47 AM) <a href="index.php?act=findpost&pid=1647376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flash lights could be cool if they were brighter, alien is in a dark place and the marine turns his flash light on. Suddenly, white screen for a couple of secs while the aliens eys adjust.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Remember HDR? If this is set on by default and servers check it, it's in the game.

    <!--quoteo(post=1647436:date=Sep 4 2007, 05:48 PM:name=XeZo)--><div class='quotetop'>QUOTE(XeZo @ Sep 4 2007, 05:48 PM) <a href="index.php?act=findpost&pid=1647436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the lamp is swinging slightly because of wind<!--QuoteEnd--></div><!--QuoteEEnd-->

    Source does not have dynamic lighting so shadows can't "move".

    <!--quoteo(post=1647744:date=Sep 6 2007, 09:23 AM:name=Ahnteis)--><div class='quotetop'>QUOTE(Ahnteis @ Sep 6 2007, 09:23 AM) <a href="index.php?act=findpost&pid=1647744"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dark rooms don't work well in online games. Most people just turn up their gamma or their monitor brightness.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Mappers can make so bright lights that if you increase gamma you'll go blind. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <!--quoteo(post=1649081:date=Sep 12 2007, 09:44 PM:name=Fudgepuppy91)--><div class='quotetop'>QUOTE(Fudgepuppy91 @ Sep 12 2007, 09:44 PM) <a href="index.php?act=findpost&pid=1649081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Everytime you got to reload you can't see in front of you since the flashlight is attached under the barrel (you always move the weapon in vertical position when reloading)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Imo this is the way flashlight should be included! It's a perfect compromise between Doom 3 flashlight and HL2 flashlight for example.
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    edited September 2007
    <!--quoteo(post=1649237:date=Sep 13 2007, 03:13 AM:name=KonserniJohtaja)--><div class='quotetop'>QUOTE(KonserniJohtaja @ Sep 13 2007, 03:13 AM) <a href="index.php?act=findpost&pid=1649237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Source does not have dynamic lighting so shadows can't "move".<!--QuoteEnd--></div><!--QuoteEEnd-->

    IIRC the source engine will be gaining dynamic lighting during the HL2ep2 update.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    Exactly! I don't remember reading "playing a map completely in the dark"..... The suggestion is simply that areas like hallways, rooms and maybe even corners be completely dark, so if someone wanted to use their gamma to cheat it still would do them little to no good here, AND I think the idea of using a flashlight IF IT IS FUN is great.

    As much as I despise Halo, the flashlight was done very well. The way it was attached to the rifle and moved around when reloading was awesome. It also enhanced dark areas. Was Halo a game based in a world without light? Hell no! The suggestion of using a flashlight does not mean I want to play a game completely in the dark.... Halo had crazy neon hallways, rooms and outdoor daytime maps like crazy... but where appropriate the flashlight added a feeling of suspense on dark maps.
  • RamaelRamael Join Date: 2007-09-15 Member: 62304Members
    I agree with MasterPTG. Though the flashlight idea was a good idea for doom iii, believe me, i liked it, i dont think it would work for ns. We're dealing with other people playing aliens, it would be different if they were bots or something. Plus, if lights really do start going out where aliens live, it would give aliens a HUGE advantage when it comes to defending their own territory.

    One thing though, on a little bit of a different note. How about the alien night vision, the alien flashlight equivalent. Simply having aliens and marines glow doesnt really make sense to me. Theres got to be a way to make it look more realistic. Just a suggestion. Maybe in the dark you could have all the models outlines in white or something, nothing to much, and have lines pulsing from them in the direction that they are moving, kind of like sonar vision or something, if you get what im trying to say. I always wondered how bats see in the dark, and incorperating that into the game may give it a bit of an original edge.
    Perhaps something that may attact people to the game just so they can see how its done, and while seeing, realize "Hey, this is a pretty cool game!"

    lol

    Just a suggestion, it would probably take a lot of work to pull off, i dont know. It would be cool though.

    <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • craigglescraiggles Join Date: 2007-09-15 Member: 62317Members
    edited September 2007
    <!--quoteo(post=1646303:date=Aug 29 2007, 09:46 AM:name=Akimbo)--><div class='quotetop'>QUOTE(Akimbo @ Aug 29 2007, 09:46 AM) <a href="index.php?act=findpost&pid=1646303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nightvision would be a step up, why use a flashlight :S or maybe have nightvision as an upgrade option from the armoury.<!--QuoteEnd--></div><!--QuoteEEnd-->
    maybe the flashligh can have a secondary fire? like... wack! lol(cuz everyones complaining about the i see u but cant shoot u problem.) and yes a light on gun is a good idea but i'm sure somone will find a way to abuse it lol

    also we can make placable lights wit han energy bar or somthing. like the camera idea ( marines drop a maximum # of camers, and the comm can moniter them but hotkeying them to numpad keys so there like structures) this is simular to the flar idea but w.e <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />! lol


    oh and crap, another problem is building in the black. oc spam in the darkness rines without seiges r fed same thing for the aliens tur spam in dark, boom ded lol
  • MetroMetro Join Date: 2007-09-15 Member: 62316Members
    edited September 2007
    Here's a random idea I got when I read the part about alien infestation covering lights and thus make the rooms completely dark. Spotlights anyone? Make them placable as buildings for like 2 res or something(based on old economy). Or maybe a hub for 5 res, that has 3 spotlights to it that are physical objects that the marines can pick up and place themselves. But they're attached to the hub with electical wires, so if you move away too far you'll unplug it.

    And if they're physical objects the aliens can flip them over and stuff to darken things up a bit. Or something. Of course, it could be a problem to make it look good without dynamic lighting. But as I understand it the Source engine will have that with the HL2:Episode Two release?

    Just a thought. Could be cool to have spotlights when you're building siege points or outposts.
Sign In or Register to comment.